Rogue

Role: Face, Scout (Infiltrator, Trapfinder), Striker (Damage)

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

 

Skill Ranks per Level: 8 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Sneak Attack, Finesse, Trapfinding, Roguish Charm, Gone the Next
2nd +2 +0 +3 +0 Evasion, Dodge Roll
3rd +3 +1 +3 +1 Trap Sense, Distracting Attack
4th +4 +1 +4 +1 Uncanny Dodge, Slow Reactions
5th +5 +1 +4 +1 Disappearing Act, Fast Getaway
6th +6/+1 +2 +5 +2  
7th +7/+2 +2 +5 +2 Offensive Defense, Positioning Attack
8th +8/+3 +2 +6 +2 Improved Uncanny Dodge, Element of Surprise
9th +9/+4 +3 +6 +3 Peerless Talent, I’ve Got This
10th +10/+5 +3 +7 +3 Improved Evasion, Make it Work
11th +11/+6/+6 +3 +7 +3  
12th +12/+7/+7 +4 +8 +4 I Know a Guy, Don’t Worry About It
13th +13/+8/+8 +4 +8 +4 Cutpurse, Light Steps
14th +14/+9/+9 +4 +9 +4 Either an Idiot or a Genius, Not All There
15th +15/+10/+10 +5 +9 +5 Skill Mastery, Sticky Fingers
16th +16/+11/+11/+11 +5 +10 +5  
17th +17/+12/+12/+12 +5 +10 +5 Not At All There, Lose Something
18th +18/+13/+13/+13 +6 +11 +6 Never Was There, Grand Disappearance
19th +19/+14/+14/+14 +6 +11 +6 Jack of Many
20th +20/+15/+15/+15 +6 +12 +6 Master of All

Class Features

The following are class features of the Rogue.

Sneak Attack

The rogue’s attack deals extra damage anytime they deal damage to a target that is unaware of their presence for the first time in a round.

This extra damage is equal to the rogue’s level multiplied by the sum of their Intelligence and Dexterity bonuses, if these bonuses are positive. 

This damage is not multiplied on a critical hit.

Finesse

The rogue gains Weapon Finesse as a bonus feat.

Trapfinding

A rogue adds their level to Perception skill checks made to locate traps and to Disable Device skill checks. 

A rogue can use Disable Device to disarm magic traps.

Roguish Charm

A rogue adds their Intelligence modifier to all Charisma-based skills.

If the rogue’s bonus to Charisma is negative, they need not apply it to any skill check.

Gone the Next

A rogue is constantly under the effects of the Pass Without Trace spell.

Evasion (Ex)

At 2nd level and higher, the rogue can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. A helpless rogue does not gain the benefit of evasion.

Dodge Roll (Ex)

At 2nd level, the rogue can spend an immediate action when taking hit point damage. This halves the damage taken, and negates any additional effects that the damage may have also carried with it.

Trap Sense (Ex)

At 3rd level, the rogue gains an intuitive sense that alerts them to danger from traps, giving them a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps equal to their rogue level. 

Distracting Attack

When a rogue of 3rd level or higher hits a creature with a sneak attack, the creature becomes flat footed for one round.

Uncanny Dodge (Ex)

Starting at 4th level, the rogue can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized. A rogue with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against them.

If a rogue already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Slow Reactions

Starting at 4th level, opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

Disappearing Act (Ex)

Starting at 5th level, the rogue may apply the effects of Invisibility to themselves as a swift action when they are not currently in combat. This effect lasts until the rogue takes an action that would end the Invisibility spell, or voluntarily drops the invisibility. 

If the action that the rogue takes to break the Invisibility from this feature is an attack, if the attack is successful then that attack is considered a critical threat.

Fast Getaway

Starting at 5th level, after successfully making a sneak attack or Sleight of Hand check, the rogue can spend a move action to take the withdraw action. 

They can move no more than their speed during this withdraw action.

Offensive Defense

When a rogue of 7th level or higher hits a creature with a sneak attack, the rogue gains a dodge bonus to AC equal to their level for one round. 

The dodge bonus only applies against the creature you sneak attacked.

Positioning Attack

Once per round, when a rogue of 7th level or higher hits a creature with an attack, as a free action they can move up to 30 feet without provoking attacks of opportunity.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Element of Surprise

A rogue of 8th level or higher always acts first during the surprise round, and is never treated as unaware during the surprise round.

Peerless Talent

A rogue of 9th level or higher can roll twice while making any Dexterity-based skill check, and take the better result. 

I’ve Got This

A rogue of 9th level or higher is a master of many things. 

A number of times per day equal to the rogue’s Intelligence bonus, the rogue may add their level to any skill check.

The use of this ability must be declared before the roll is made.

Improved Evasion (Ex)

At 10th level, the rogue gains improved evasion.

This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, they henceforth take only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Make it Work

At 10th level, the rogue may ignore prerequisites for the following;

Classes, Prestige Classes, Feats, Magic Items, and Crafting.

I Know a Guy

At 12th level, the rogue’s network of informants stretches vast and wide.

The rogue can, during a long rest, attempt to contact an informant. The rogue has a number of possible informants equal to the number of followers they would have with a leadership score equal to their level.

The informant is an NPC controlled by the DM, with a background and relationship to the rogue determined by the rogue.

Don’t Worry About It

At 12th level, the rogue cannot be detected by the scent special ability when in stealth.

Cutpurse

At 13th level, the rogue may make a Sleight of Hand check as a free action whenever they hit an enemy with a melee attack. If the check exceeds the CMD of the struck enemy, they steal one non-equipped item from them, starting with the most valuable.

Light Steps

At 13th level, the rogue cannot be detected by tremorsense when in stealth.

Either an Idiot or a Genius

At 14th level, the rogue is constantly under the effects of the Mind Blank spell.

Not All There

At 14th level, the rogue cannot be detected by blindsense when in stealth.

Skill Mastery

At 15th level, the rogue may take a 10 on any skill check without increasing the time required for the check, so long as they are not in combat.

The use of this ability must be declared before a roll is made.

Sticky Fingers

At 15th level, whenever the rogue is using the Cutpurse ability, they may pick which item they steal whenever they make the Sleight of Hand check.

Not At All There

At 17th level, the rogue cannot be detected by blindsight when in stealth.

Lose Something?

At 17th level, the Sleight of Hand check from the Cutpurse ability automatically succeeds.

Never Was There

At 18th level, The rogue cannot be detected by True Seeing when in stealth.

Grand Disappearance (Ex)

Starting at 18th level, for one minute per day, the rogue may apply the effects of Greater Invisibility to themselves.

This feature otherwise functions as the Disappearing Act class feature.

Jack of Many (Ex)

At 19th level, the rogue may take a 20 on any skill check without increasing the time required for the check, so long as they are not in combat.

Additionally, the rogue may take a 10 on any skill check without increasing the time required for the check at any time.

The use of this ability must be declared before a roll is made.

Master of All (Ex)

At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend… and an assassin. 

Each time the rogue deals sneak attack damage, they can choose one of the following three effects:

The target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain.

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + the rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Additionally, the rogue adds a bonus equal to their level to all of their skill checks.

 

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